﻿using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.GamerServices;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Media;
using Microsoft.Xna.Framework.Net;
using Microsoft.Xna.Framework.Storage;

namespace WindowsGame1
{
    class NPC : BaseObject
    {
        public List<Equip> m_lEquips = new List<Equip>();

        public override void Update(float deltaT, KeyboardState LastKeyState)
        {
            base.Update(deltaT, LastKeyState);
        }

        override public void Render(SpriteBatch spriteBatch, Camera cam)
        {
            spriteBatch.Draw(m_Texture, new Rectangle((int)((m_Position.X - cam.m_Position.X) * cam.m_fZoom), (int)((m_Position.Y - cam.m_Position.Y) * cam.m_fZoom), (int)(128 * cam.m_fZoom), (int)(128 * cam.m_fZoom)), new Rectangle(128 * (int)m_fFrame + (int)m_AnimOrigin.X, (int)m_AnimOrigin.Y, 128, 128), Color.White, 0.0f, new Vector2(64, 128), m_Direction, 0.0f);
            foreach (Equip p in m_lEquips)
            {
                spriteBatch.Draw(p.m_Texture, new Rectangle((int)((m_Position.X - cam.m_Position.X) * cam.m_fZoom), (int)((m_Position.Y - cam.m_Position.Y) * cam.m_fZoom), (int)(128 * cam.m_fZoom), (int)(128 * cam.m_fZoom)), new Rectangle(128 * (int)m_fFrame + (int)m_AnimOrigin.X, (int)m_AnimOrigin.Y, 128, 128), p.m_cColor, 0.0f, new Vector2(64, 128), m_Direction, 0.0f);
            }
        }

        public override void CollisionResponse(BaseObject other)
        {

        }
    }
}
